Did you manage to successfully port SuperTuxKart or is that still on-going?
Did you miss post 207 ?:) (there is all the info, video in action, and it also uploaded to os4depot already).
@salas00 Quote:
FWIW I started work on porting "Penumbra: Overture". I got pretty far with compiling the OALWrapper but got stuck because of lack of swprintf function in OS4 SDK.
Did you try already to rip off "swprintf" from unix, and just add it to SDK ? (i do it for few functions already, but maybe swprintf its something not so easy?).
Btw game looks very fresh. Did it use only plain opengl, without shaders ?
While no problems with tinyxml, all other stuff looks new to me. If i remember right OGRE was ported (but maybe not), but i cant found it on os4depot for now (maybe it was ODE, do not remember).
All other libs maybe will be not so hard to port , but "boost" one are the problematic one (for me). Because when authors say "need boost library", they not point what exactly libs from boost are need it for (there is many). And while some of them are can be compiled fine (i know that afxgroup compiled few already, and hunoppc compiles few), still need only check manually all the stuff to understand what exactly are need it for.
I also check the all the sources on words "shade" (for shaders checking), and while in game itself i not found it, i found it in the "Editable Terrain Library". I check the source, and its indeed use shaders:
So, there is 2 ways: wait for mesa port (i hope it not so far for now), and trying to just cut off shaders stuff, and trying to build it without, to have it "almost working" but with bugs :)
Good luck mate, Penumbra can be the best 3D game on Amiga
Well I got past the swprintf requirement and have now compiled the OALWrapper as well as something called angelscript that is also used by HPL1Engine but I now seem to have struck a wall with HPL1Engine as it seems to need something called Cg or CgGL (from what I can tell this has to do with h/w shaders so I guess there's no way around it except waiting for an updated OpenGL implementation for OS4 with shader support).
Cool :) Tested amiga-slow version, and it indeed pretty enjoanable for now even on os4-opengl :) Btw, i have that warning on the start: Quote:
Data files will be fetched from: '.' Highscores will be saved in './.supertuxkart/highscore.data'. WARNING: texture 'stonewall.rgb' not found. WARNING: texture 'stones.rgb' not found. WARNING: texture 'egypt.rgb' not found. WARNING: texture 'pyramidwall.rgb' not found. WARNING: texture 'lava.rgb' not found. WARNING: texture 'lava2.rgb' not found. WARNING: texture 'metalgrid.rgb' not found. WARNING: texture 'track.rgb' not found. WARNING: texture 'track2.rgb' not found. WARNING: texture 'sea.rgb' not found. WARNING: texture 'coniferous_tree.rgb' not found. WARNING: texture 'window.rgb' not found. WARNING: texture 'snowyrock.rgb' not found. WARNING: texture 'city_asphalt_1.rgb' not found. WARNING: texture 'city_checker.rgb' not found. WARNING: texture 'warning.rgb' not found.
Saying about morphos version, but are you sure that morphos port already happenes ? I cant found any downloadable link on it. only discussions about how to fix problems. Will be interesting to try mos version if it will be done, just to see speed differences. Fab tryed to compile SuperTuxKart for morphos back in time, but he say that everything fucked on the screen, and not looks as should. But maybe other guys will fixed that, lets see.
Could you portet TuxKart/PLIB to AOS? TuxKart is faster than SuperTuxKart and without OpenAL :)
Better if it was OpenAL, because for now i not have ported (yet) sound stuff from PLIB. But tuxkart use exactly PLIB fucntions for sound plaing (in original sources of PLIB, its all references on /dev/dsp and on alsa, which we not have of course, so i need rewrite it to OpenAL usage, or to SDL_Mixer).
In other words for now it without sound at all, but, latest CVS build:
A bit buggy for now, but can say that speed the same, or even worse :) I.e. menu speed, and when you alone on trace - all cool / fine and indeed faster than supertuxkart. But when you have in plaing area other players, then it the same slow as supertuxkart (or even a bit worse). Maybe it because of 800x600 resolution by default (will try to change and play more with it).
Btw, was a bit tricky to build. It use autoconf/automale stuff (not have on os4 native), so i use crosscompiler, and it builds for me all the necessary stuff. Then , i catch the problems with that crosscompiler GCC, which do not want to link something (which as i read in google, problem of cross-compiler gcc). So, i copy all the stuff after automake to aos4, and then build all of this here. In code itself was done very few changes, mostly some includes, change some paths, commenting out of sound part, and fixing the makefiles.
I have STK again optimized. It has become a little bit faster. Then I also removed a few bugs and adds 2 new routes. The package is for PPC Amigas with at least 1 GHz.